This is similar to my 10K ER Mayhem build. Runs cooler and speed is adequate for the role. Good JJ capability. Has the old problem of no weaponry for 0-89m. Heat is much easier to control than the dual ER PPC version. First match with no xp I had no heat problems and got a couple of kills while trying to learn the lead time. Will be interesting to judge the ER PPC vs PPC Panther's as I level them up. The PPC is definitely easier at the start. A version for if you prefer speed over jump jets but the mech plays so well as a poptart I'm not sure I'd recommend it.
I use a variant on this, and I called it the Katana Kat after the Panther used by the Tetsuhara family in battletech lore.
This will look like a LRM boat to other lights. As you said, no effective weapons for the 0-89m range, plus relatively slow speed and thin armor. My COM-2D just wants to give this variant a big hug ( and a few streaks ). That said, I am going to try it out. I'll just need to stick tight to some friendlies.
5/5, This mech is truly awesome. I mean, the damage output is not that great and the list of its drawbacks is fairly long, but I hadn't such a blast on this game since the day the Oxide's missiles finally registered. edit: The ERPPC is much more efficient that one could have expected, thanks to a massive heat gen reduction quirk (-25%). Still a bit hotter than the standard PPC though, and I personally favor the later (I'm not good at heat management and tend to overuse the jumpjets). Heat generation by numbers: ERPPC on the -10K: 9 per shot (60% of 15)(-25 from quirk, -15 from cool run perk) Standard PPC on the -9R: 7 per shot (70% of 10)(-15 from quirk, -15 from cool run perk)
5/5, Currently my most successful panther build, the 2LPL version comes next. The two PPCs are a force to be reckoned with, one JJ is enough for me and I go with the max engine. Really powerful and sooo much fun, it's not even funny.